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Lag whining, again

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I didn't get any help on the forum last time but hey, who knows. Miracles are known to happen. Not sure if this is even trying to get help, more like whining-feedback, as the title mentions. 

I live in Finland, I say this only because of timezone differences. I need to get up in the morning (this isn't the problem really, though) early if I want to play with a friend of mine who lives only a couple of miles away. It seems that the game works from around 10am to around 7-6pm and then boom, the lag gets so bad I can't pick up items, my actions register after 10-30 seconds and chat messages send minutes after I've actually sent them. I'm assuming there's a flood of players after people in the US get on, because I'm fairly sure most of DST players are from the US - I've experienced this in other multiplayers too, clock strikes six and bam, people everywhere. (And considering most of them for the past few months have been discussing a certain political topic I think it's safe to assume where they're from.)

Now what salts my apples is the fact that there's a 7-8 hour timelimit when I can actually play without teleporting all over the map and getting my butt kicked by monsters 5 miles away from me and finally dying to Charlie because it took the game full 30 seconds to register the log I put in the fire. The game feels more like a demo that lets me play only for a small while daily and I think that's rather unfair. 

Yes, yes, we've tried practically every single "solution". Disabling mods, ping balancing, disabling movement prediction, turning off every single other app from the background, disabling tumbleweeds and rain, making small maps, deleting minimaps, fiddling with practically every single file in existence and meddling with values, murdering a crow at midnight on top of a hill during full moon...you name it, we've most likely tried it. So far nothing seems to make it better or worse. 

Also, we live like 2 miles apart, our internet's fine and great and our computers are able to run stuff in general just fine. The game works like magic with our computers and internet within that time limit and then everything goes to poop. 

I know running servers isn't cheap and I'm no gaming professor who knows how everything works, but for the love of dogs, someone please try to do something about this lag. It's nice that we're getting lots of new content to explore, but, you know, it'd be nice to actually be able to see all the cool content added. I hate to throw the "I PAID FOR THIS I SHOULD GET IT" card here, but I payed for the full game, not a timelimited version. I don't think moving together and paying for sonic speed internet and investing in a super computer should be a requirement to enjoy the game at all times. 

I'm sorry if I got a tad pissy, I just love this game and I want to enjoy it with my friend, but, alas. 


Splitscreen with Steam Controllers

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My Steam Link + Second Steam Controller arrived today, and it made me realise how well DST splitscreen could work, especially on those (large TV and two controllers.)

 

Why's it only for PS4?

Disease cure suggestion

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How about making diseased plants curable using Booster Shots? It will help save one their gardens and will make a nice use for the very abundant bee Stingers that have pretty much no use other than sleeping darts and booster shots aren't that necessary most of the time. It will also give player something to do since it requires quite a lot of materials and the transplanted things usually come in great quantities.

Thanksgiving Boss and Gobbler Pet

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Someone on the stream last night said something about a Gobbler boss, so I decided to give a few ideas on what the boss would do.

Peckish, the Devourer of Berries

Appearance

Is much bigger and chubbier than a normal Gobbler. The feathers on his head are slicked backwards and he is looking quite dapper.

Abilities

Peck Storm - Attacks the player in quick succession. 

Earth Worm - Runs and jumps at its target, landing on its head and dealing massive damage to its target as well as smashing nearby objects. His head will then pop out of the ground right next to its target and bite them, this will steal any vegetables/fruits the target has on them as well as dealing massive damage.

Feather Barrage - Spins around very quickly and launches Feather Bombs into the air that float down towards targets and explodes on them. This doesn't count as a direct attack, so it won't aggro mobs.

Bush Backup - Calls in Gobblers disguised as bushes who hurt the player.

Edit: Whoops, forgot about the pet. I hope to see a few costumes for the pet. Here are examples: Drumstick - Is carrying around a drum and is wearing a marching band outfit. Prince Gobble - Is wearing a crown and a red cape.

Warly for DST

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I get that most character like Walani or Woodlegs would be useless in don't starve together due to the lack of shipwrecked content, but i felt like having Warly there is going to be very useful because he has chef pouch and portable crock pot, or make two of those exclusive to himself for balancing.

But it still make a lot of sense to have Warly as the first shipwrecked character to appear in DST

This is why

Warly:

+ Superior Insulated Pack and may be able to make more for other player

+ Portable crock pot, It's most powerful recipe is craftable in ROG world

Walani

+ Chill and Dry faster i guess

- Surfboard is useless in rog world

Wilbur

+ Make poopoo everyday

- Cave ape ignores his crowns

- "Nanas" is pretty rare in ROG world

Woodlegs

--- Don't even get me started on him

 

Jellybeans change suggestion

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Alright, so, honey is mostly used to produce sanity restoring crockpot recipes. The whole theme of candy and sweet stuff in this game seems to be of a sanity restoring food. I mean we got ice cream, taffy, pumpkin cookies and so on.

And then we get a boss drop from a bee in the form of the Royal Jelly that is used to make literal candy.

And it restores health. The pretty much most easily restorable stat. I mean there are items like the honey polutice that already exist as an unperishable dedicated health restoring item.

Wouldn't it make much more sense if the Jellybeans restored 100 sanity in 2 minutes instead? Wouldn't that make them much more useful and sought out food? It would be great for cave exploring which you want to encourage for one I think. And it would be great for using the Dark Sword and Dark Armor too. Great for fighting bosses as well.

What do you think?

New Critter idea and also a new backpack skin!

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First, a bit of backstory... I've lived my whole life as a Goose, and I am not kidding. The Goose has to be my spirit animal. This is because my first name is the same as a character from disney, called Gus Goose (He's not named Gus in my native language so don't call me Gus because that's not my name). He's this big lazy guy that works for Donald's grandma. I've always been galled a Goose because of this, which makes it no suprise that the Goose/Goose is my favourite creature in all of DS, and it will probably remain that way forever and ever. 

But the Goose needs more LOVE goddamn it!

And I started it off by making my one and only GusMoose profile picture, stare at it in awe!

Moolf.jpg

The second gift for the Goose/Goose is this new critter!

I don't really know what to call it though, because Mosling is already taken. I have these as examples, please tell me whichever you prefer:

Goolf (calf mixed with Goose), Eggling, MossGoss, and Honker.

It's different animations (starting from the top left) are: 

Idle, affectionate  towards player, Hungry, sleeping, angry (the two red ones), playing, and walking.

You craft it with a Downfeather and an Eggplant (might change it with flowersalad, but the eggplant fits spring better).

 

The last gift for the Goose/Goose is it's own backpack skin! The dragonfly, and Deerclops got their own backpack and MG is feeling left out!

MooseGoosePack.jpg

Just a nice skin for the backpack in my opinion. I would use it all day!

 

 

Please show some love for the Goose/Goose, and tell me what you think of these two new ideas!

New Reign Gamemode

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I am honestly almost certain this won't be added to the vanilla game, but this could be used as an idea for modders.

The portal could be replaced with a statue of Charlie. About every 5 days or so, the statue will glow and will cause a random effect to happen to the world that wears off when it's time for another random effect.

List of effects I could think of:

Let's Rock - Will greatly increase the rate at which meteor showers and earthquakes happen. Meteor showers can now happen all over the world, except for caves.

Infestation - Spawns a ton of spider/hornet nests around the world.

Great Plague - Greatly increases the rate at which plants become diseased/dried out and increases the rate at which food spoils.

Insanity - Sanity drain increased enormously. Increases the rate at which Shadow Monsters spawn.

Betrayal - Pigs will be turned into Tribal Pigs and will attack anyone on site. They have increased damage and speed. If you had ally pigs when this occurred, they will stop being your friend. The Pig King will refuse any offers you give him.  

Charlie Trickery - Normal looking chests will spawn randomly around the world. When opened, they will either explode or spawn enemies. Stagehands will now attack you. They are fast and deal lots of damage. They are invincible, but can be stunned. They will be stunned during the day.

Faulty Science - When prototyping a new invention, there is a chance that the machine you were using to create the item will explode. Exploded machines won't give back resources. Lightning rods have a chance when struck by lightning to shock any object/player around it. Both the Prestihatitator and the Shadow Manipulator have a chance to spawn Shadow Monsters that won't go away until killed.

Drunk - Players have a higher chance of their tools slipping out of their hands when using them and armor falling off when attacked. Players will sometimes pass out, making them unable to do anything for a short time.

Wes' Curse - Characters can't speak and players can no longer use chat.

Wilson's Curse - Characters lose their special benefits, but keep their negative ones.

Wolfgang's Curse - Everyone grows hungry much faster.

Wendy's Curse - Players take more and deal less damage.

WX-78's Curse - Players can now be hurt by water. Water damage greatly increased.

Wickerbottom's Curse - Players can no longer sleep and they can't eat spoiled/stale food items.

Woodie's Curse - Using tools drains sanity.

Maxwell's Curse - Shadow monsters have greatly increased health and damage.

Wigfrid's Curse - Players can only eat meat. Chances of finding hunts are reduced.

Webber's Curse - Normally friendly mobs will attack you on sight. Sanity drain increased slightly.

That's all I have for now, let me know your ideas and if mine are any good.


Gumbo increase rate for better gifts

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At times...don't you feel cheated by the amount of time you spend a day playing DST and your reward for these hours wasted in game is a common skirt or  white tee shirt? Cause I do.

Have you ever felt like their could be a more reasonable way to handle things rather than obtaining random gifts that obviously wasn't worth wasting 8 hours of your day? For example...getting 4 gifts that end up being all common items? ;.;

You see...we can change this with a new system I like to call Gumbo.

what this system would do is give you random gifts, but also increase the chances of a player getting  better gift based on the amount of days on  worlds that you play in.

To make this fair and not broken, the increased chances of better gifts will reset once the fourth (final) gift is given. This means that after that final gift is given to the player, the increased chance rate will be set back to zero, like it was the first day you entered the world.

now by increasing our Gumbo(Chances) Now gifts we receive will still be random but will be more rewarding based on how many days you've played in worlds.

An example: day 0, your increased chances of getting a gift that you don't already have is 0% 50/50, basically random.

 day 50(whatever day you wanna go by), your increased chances of getting a gift that you don't already have is 25%(whatever you wanna go by), 65/35, increased chances.

What if a player switches to a world that is past the day for an increased chance rate when the gifts reset?

No worries, the rate would reset to zero no matter what day your on because the gift system resets every new week. The Gumbo system would only register the amount of In game days you've been playing in worlds that week to increase your chances of better gifts. You may have to play over 100 or more days to obtain this increased rate(I don't know how it would work), but it'll be worth it for the veterans that spend days on worlds and the simple players that go into worlds and leave because it balances everything out.

What if I leave a world that I played in for 200 days and switched to a day 1 world?

The Gumbo System would keep count on how many days you've been playing that week, so it would add those 200 days making it 201 days in total, which would still increase your chances for better gifts that week.

Just trying to find a Better system then what we already have.

 

   

 

 

 

 

King Bunnyman/Queen of the Lagoon

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I kind of want to see rulers for the Merms and Bunnymen, maybe they could offer items to the players depending on what you trade for them. For King Bunnyman, offer him various crops and he'll give you things like bunnypuffs or steel wool, and maybe even shroom skin. Queen of the Lagoon would give you mosquito sacks, reeds, tentacle spikes, and spots for pig skins and meat. 

[Remasterise] Ice Fligomatic

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Game don't Starve for a long time, and after many years I found out that the ice fligomatic serve as a watering can for summer, impressed a lot by not having the appeared of watering can can, it would be great if this the remastered it or even separate the functions. And if you accept the function to be something more to do with the game could take another function moosse feathers (wind) for the crafting as if they were responsible for making the watering can work, only that it only would work if you put ice.

(Sorry for my english) 

Attempting to show more or less how it would look

NBKK5jJ.jpg

The Winter Challenge

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In this challenge, you basically know it from the title.

You must start in a INFINITE WINTER world on Don't Starve Together.

Why DST you may ask? Well, since the thermal stone has a durablity, it can break (Yes I know I'm evil :P)

YOU MUST PLAY ALONE!!! NO-ONE ELSE!

 

Some characters I would reccomend to play as would be:

Wilson: Has a beard that will provide EXCELLENT insulation after 16 days

Webber: Has a beard that grows faster but with less insulation

Willow: Has a lighter to burn things for heat

WX-78: Rain does not exist in Winter- does it not?

Rules:

- Start in a world with the Spawn in the world configuration set on 'Plus' to give you a headstart

- YOU MUST NOT USE CONSOLE TO CHEAT

- Enable Client mods (if you want) like: Combined Status and Item Info (Cheat Mods are not allowed .-.)

 

Thanks for reading and I'll hope you'll try this challenge :3

 

 

Regarding the beekeeper hat & Queen Bee

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I dunno if I'm in the minority here, but I really think something needs to be changed about the interaction between these two. 

Numbers first:

Bee Queen does 60 damage regularly to unarmored targets

Against beekeeper hat (no additional armor) - you take 12 dmg, 5% durability (compare to a regular bee which will dock you about 2 hp & 1% durability)

------------------------------------------------------------------------

Honestly I really like the design/mechanics of the fight itself - it strongly encourages co-op, use of non-traditional equipment as armor (and mechanic mitigation), and managing damage you take is emphasized more than the other bosses/giants whose damage can be dodged entirely (with varying degrees of difficulty). Considering that the beekeeper hat was buffed (unnecessarily IMO) after this boss creature was released though, it feels like the player can absorb more damage than the boss itself, which really should never be the case.

 

So a couple of different possible ways I'd go about changing that:

1) Have the Queen be more damaging to this piece of equipment and/or reduce the overall durability of the beekeeper hat

2) Have the Queen's attacks ignore the beekeeper hat armor value almost entirely (if not entirely) so that bringing chest armor feels more like a requirement instead of a (strong) recommendation

 

As I said, I think it's fairly well designed and since taking damage is mostly unavoidable without NPC automation/intervention or dragging the length of the fight out, it's why I'm not suggesting a damage buff to her. I just think the effectiveness of the beekeeper hat needs to be adjusted in some shape or form.

Local Co-Op on PC

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Pls Klei add Local Co-Op on PC because my brother want to play with me ;).

To Klei: Please disable voting on a few of your official servers

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The vote system is a matter that angers a fair amount of people. Some like it for its convenience, some hate it because it lets griefers and newbies end the game. After repeatedly having had my hard work and progress eradicated on several servers by no fault of mine, I cannot at all find fun in servers with this feature enabled. The biggest problem is that I literally see no servers without voting.

Frankly I'm begging Klei to disable this feature on at least one of their servers, just so there can be ONE place for people who share my opinion to enjoy themselves. Thank you very much.


Gobbler breeding

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Ladies and gentlemen,

with the Year of the Gobbler update, I was enlightened. Subjected to epiphany. Saw the light. WE NEED TO GET GOBBLERS TO BREED.

These are proud and magnificent creatures with thoughtful eyes and succulent meat. Why shouldn't we be able to breed them the way beefalos and spiders reproduce? Just imagine the waiting after building a pen...

6D44E29C4A098AD0A711BA439FC95F350E00695E

Wait for it...

E4B6BA8F9B9AC364D15BBD0E1893958F3228084FE4B6BA8F9B9AC364D15BBD0E1893958F3228084F

And REJOICE when they go steady!

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TL;DR: I would love to have a chance to see the giblets roaming around. No idea about the specifics, but maybe somebody mods this concept.

Regards,

Arlesienne

Shroom Skin idea

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Okay so right now, you have to kill a 52k HP boss for some light which is already pretty easy to get and I know this disappoints some people.

So here is my idea for another use for the Shrrom Skin.

Imagine if you could craft the Shroom Skin into a special turf like the Scaled Flooring.

1 skin = 6 turfs

And the special properties of this turf would be this:

You can plant the different coloured mushroom spores on this turf, just like you can plant butterflies to make flowers, and they will grow into their respective colour mushtrees!

What do you guys think? I think it is pretty fitting for the boss and you can make some fancy places with aboveground mushtrees.

Impending Death Suggestion

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It seems that nowadays in DST or DS, If you happen to survive 1 year you basically kind of beat the game, the other end game content is the Bee Queen, or Dragonfly and Toadstool, maybe Klaus too. Otherwise you "beat" the game since you're a survivor because after 1 year you have a super mega huge base or are a nomadic expert survivalist.

After 1 year more hound waves appear other than that nothing changes.

Which leads me to my suggestion and feedback of the game and my idea.

How about every single year survived, bosses get slightly stronger and summer or winter becomes hotter or colder?
 

Let me make an example, if it was -10 Celsius the first year in winter, then how about the next year the winter will be -15 Celsius? 

This goes along with Summer too, if it was 30 Celsius the first year, then how about 40 Celsius the next year?

If Deerclops had 4000 HP the first year, how about 4500 HP the next year?

What could be gained from this suggestion being accepted is more of a harder rogue-like experience for the more advanced players and an feeling of impending death since every season ever so gets slightly harder.

Whether the variables make every season 10-25% harder, that's what I would love.

If someone modded this idea/concept I would be extremely happy!

Please give critique or ideas of why this is a flawed suggestion or a well-done suggestion!

With this concept Wilson's beard becomes more useful the next winter, but also means even expert survivalists have to change the way they forage and act in the next year!

peace.png

Wolfgang Hunger Perk Overhaul

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Wolfgang is arguably one of the best characters late game, alongside WX-78, Wickerbottom (atleast that's the current best meta).

Although he's quite hard to manage early game he can out-shine late game.

mememojo2.PNG

 

His perk revolves around his hunger being full, the thresh-hold of his mighty form starts at 225 and his maximum mighty form is at 300 hunger.

His perk of 2x Damage is outstanding! However it decreases linearly which can quite annoying as he has a faster hunger drain in 3x

Here's a chart of all Wolfgang's forms and hunger rates.

latest?cb=20131017222743

His proclaimed magnificent 2X DMG is only available at 300 Hunger! 

Otherwise he will be dealing decimal damage of difference in less than a second if the hunger goes down below from 300!

Not only does his damage go down linearly, but also his health goes down linearly, from a whopping 300 HP  to in a few seconds a 30-20 HP noticeable difference of 200-299 HP. 

This linear perk is quite annoying and enforces experienced players to be micro-managing his mighty form every 5-10 seconds, which turns Wolfgang into a somewhat unreliable combat character. This linear perk, even affects his speed boost! It isn't an constant 25% speed boost, it's around 1-25% under 300 hunger!

In all honesty, Wolfgang is not the only character who can be seen as somewhat unreliable or doesn't have their perks refined yet, 

maxresdefault.jpg*COUGH*

*COUGH* latest?cb=20141213201518&path-prefix=vi

latest?cb=20130602060445*COUGHHHHHHHHHHHHHHHHHHHHHHHHH*keep in mind I don't main those, my opinion isn't really valid

 

*Clears throat*, heading back on topic, as a Wolfgang main, I have seen his only good perk somewhat not refined enough or have been well-thought mechanically done.

latest?cb=20140125113156

I have been doing research, analyzing Wolfgang's mechanic his damage outputs, his hunger rate into gameplay and have been able to conclude a solution to turn him into a more reliable character.

latest?cb=20140125113238

Through play testing and somehow being able to simulate my idea for a more reliable Wolfgang, by editing the game's files and going directly into Wolfgang's programming. (Note: Wolfgang's Code is the same through out Don't Starve and Don't Starve Together, the files i'm using is from DS)

Old Wolfgang Programming

hackerman.PNG

This should be relatively simple, all of this are his numeric stat values.

For Vanilla: C:\Program Files (x86)\Steam\steamapps\common\dont_starve\data\scripts

For the RoG DLC: C:\Program Files (x86)\Steam\steamapps\common\dont_starve\data\DLC0001\scripts

For the Shipwrecked DLC:C:\Program Files (x86)\Steam\steamapps\common\dont_starve\data\DLC0002\scripts

NOTE: THE ROG DLC AND VANILLA DLC HAVE THE SAME STRUCTURE OF WOLFGANG PROGRAMMING, THE SHIPWRECKED HAS A SLIGHTLY DIFFERENT WAY OF PROGRAMMING, HOWEVER, THE DST, VANILLA AND ROG SHARE THE SAME PROGRAMMING OF WOLFGANG

(And the Don't Starve Together Directoy C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Together\data\scripts)

Then this next screenshot is the dreaded linear mechanic programming of Wolfgang. 

linearity hackerman.PNG

(C:\Program Files (x86)\Steam\steamapps\common\dont_starve\data\DLC0002\scripts\prefabs) for the shipwrecked DLC)

For DST: (C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Together\data\scripts\prefabs)

 

 

not a smart wolf.pngI barely know anything of programming but judging how this second screenshot is directly tied in to tuning.lua I will explain what each highlighted mumbo jumbo code means, to the best of my ability.

The red section must indicate the damage multiplier of Wolfgang's might between 1.25x and 2x damage difference, the 1.25x and 2x damage isn't said explicitly there but on the first tuning.lua the values are listed there.

Yellow indicates Wolfgang's change in hunger when his health goes from 200-300 HP and how his hunger rate also changes linearly from 225 hunger to 300 Hunger. 

For example, at 300 hunger, his rate is 3x, but at 299 his rate is 2.99x, and so on and on.

The scale is literally Wolfgang's abnormal size's change that's 25% bigger than any character when 300 hunger, but as the dreaded linear mechanic is there, he also becomes only 24% bigger than any other character at 299 hunger.

This is similar to the mighty form, but this is actually Wolfgang's wimpy mode, all this green text is his changes of damage, health and hunger when wimpy.

New Suggested Wolfgang Programming

new hackerman.PNG

The upper image is once again tuning.lua and I edited the stats of Wolfgang to benefit the change I will explain afterwards

For the wolfgang.lua I have no idea how to absolutely get rid of the linear mechanic, with the dream of turning the hunger rate, and health or damage into a constant one.

However, I did edit a small part.

sanity hacker.PNG

This wolfgang.lua is from Don't Starve.

sanity hackerdst.PNG

This is the wolfgang.lua from Don't Starve Together.

Solution For Wolfgang's Linear Perk Problem

His starting hunger should be changed from 200 to 125 in order to make early days more focused on food, in order to give a challenge to earn that 300 hunger.

hunger.jpg

My solution is to make Wolfgang only become mighty once he hits 300 hunger! This is edited through tuning.lua in his hunger thresh minimum being 299, because you have to need at least 1 more hunger point in order to change form than the current thresh-hold value.

Why? Because this way he truly can be mighty when his belly is full, also so if the linear mechanic is removed, he deals constant 2X damage when 300-101 hunger, while having a 3x constant hunger rate and constant 300 HP.

This way, people can't abuse his hunger system and only keep his old thresh-hold from 225 hunger start to 250 and have constant 2x dmg, that would make wolfgang op! It's better if he started mighty at 300, and had constant damage from 300-101, 101 hunger being where he turns from mighty into normal.

hunger 2.jpg

Notice how usually Wolfgang should be mighty at 286.

hunger3.jpg

NOW THIS IS TRUE STRENGTH!

The reason why I changed the thresh-hold from 225 to 300, is because he can have his constant 2X Damage from 300 to 101, his mighty ends only at 101 hunger, which basically means that you should only go mighty, when you need to! Because at 300 hunger, he can only revert back when 101 hunger, while having 2X constant damage, 25% constant speed boost, 300 constant HP, and his constant 25% growth of size!

hunger4.jpg

hunger5.jpg

hunger6.jpg

Ideally letting Wolfgang reach 100 hunger is when Wolfgang has finished doing his combat and no longer has the 2x Damage and no longer has 300 HP.

In wimpy mode when starting he should have 100 HP, but it seems due to the linear perk which I haven't been able to get rid of, he has 200 HP in this screen shot.

100 HP as Wimpy and having 0.5x constant damage multiplier is ideal to enforce players to use this form only to heal or to punish players for not feeding Wolfgang enough!

hunger7.jpg

I lowered Wimpy Wolfgang's from 150 to 100, to heal up or punish players in this new Wolfgang overhaul, however he should have 100 HP from 0 hunger to 100, but due me not being able to change the linear perk in wolfgang.lua, this should be the idea with the screenshot but when having 0 to 100 hunger, a constant 0.5 x dmg and a Max HP of 100.

The last change I could do possibly was change Wolfgang's sanity negative modifier from 10% more afraid of darkness and monsters, to 25% more.

The reason why I did this is because due to Wolfgang's constant 2X dmg and 300 HP, due to him ending fighters alot more quicker than the old wolfgang programming, it's a much more compensating downside.

Conclusion

This new Wolfgang hunger overhaul and sanity downside modifier, would make him a much more reliable combat character and change his focus from micromanaging his hunger every 5-10 seconds. It would make his hunger perk, a much more easier to calculate, and deal with than calculating every single second of hunger loss the damage you do and how many hits it would take to kill other mobs.

The starting 125 hunger would also be a challenge for experienced and new players to change their focus into food!

Although I'm not a programmer at all, the linear perk I wasn't able to modify or change from lack of coding knowledge, please reply or help me out on that part, so I could possibly mod this concept!

Please reply if you agree with this overhaul or disagree!

Don't forget to vote!

giphy.gif

 

UPDATE

By simplifying Wolfgang's code in wolfgang.lua

I managed to remove the linear perk and have the constant damage, health, and speed boost, even constant 3x hunger rate!

I even was able to do so in DST!

I can submit this concept to the workshop if I learn how to package the code...

code.PNG

 

 

 

 

Snowman crafting idea

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Alright. It is winter at my place currently. There was plenty of snow. And I have built a really damn fancy snowman.

Why am I telling this to you?

Because every time I look outside the window and I see that he is still going strong out there, my creation, it makes me really proud and makes me feel really good and really happy and really the opposite of lonely. And I think everyone feels this way when they build a snowman. And because this is the kind of game where loneliness and sanity restoration are kind of a big thing, I think this game needs buildable snowmen.

And this is how I envision it.

Snowmen crafting begins with a snow showel. It would be a tool that would work very much like the pitchfork but it would only work on snowed areas and instead of digging up a turf it would simply remove the snow from said area so you can pick it up. It would also double as a tool you can use to clean up those roads that are so hard to see during the snow!

Then obviously you need to craft the three snowballs. It could be done either through the normal way crafting works with now or since there is a mechanic where you can pick stuff up and carry it around, why not a mechanic where you can click on a snow ball and roll it around in snow to make it bigger? This would make the shovel kind of obsolete but I still think the shovel is a rad idea so consider it.

After you would have your 3 balls on top of each other, just right click the nerd with a carrot and some charcoals and some sticks and bam, you got yourself a snowman. Or just do the same in a crafting grid. I don't really care much for that.

Then of course you can decorate the snowman with a hat of your choice. (Protip: You can use and fuel the Icecube to make your snowman last all throughout the year)

What does the snowman do? Well, he kind of just stays there and looks nice. I think it could restore sanity when you stand next to it as a bonus but that is about it. And well you could challenge yourself to keep it alive during the whole year. And maybe if you do it can come alive and do more stuff. Or just follow you around.

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